Lightning is overpowering in that one. I like it because the lightning is a nice contrast to the turquoise.

I don't really like tooting my own horn, but I really like this one. It still looks pretty clean, and I like the contrast.

Yeah that was just a raw screenshot from the game before I adjusted the color levels.

I'm starting to think I might want to keep the logo clean and not have lightning. It looks great as a screenshot, but the logo needs to be adaptable and work with everything else not compete with them.

Here's a clean logo but with 3D text. It's the one I was trying the lightning with.

Looking at the logo today it looks better. It's grown on me. If you do have lightning it would have to be 4 or 5 electric strands coming from the center point from behind the logo with no background to the lightning. Maybe have a few electric strands wrap around the front of the logo.

Unless anyone points out something I missed, I think this is the final logo. I spent all night trying completely different concepts but none of them come close to the quality of this design. My main reservations with this logo were that it didn't fit the game emotionally, but I think I've fixed that with the metallic text and slight glow. It's way less "sticker" feeling than the early versions.

Also I like that this is an unedited screenshot from the game so it's really easy to put it in there

Looking at the logo today it looks better. It's grown on me. If you do have lightning it would have to be 4 or 5 electric strands coming from the center point from behind the logo with no background to the lightning. Maybe have a few electric strands wrap around the front of the logo.

You're one of my harshest critics when it comes to naming and logos, so that's good to here!

Unless anyone points out something I missed, I think this is the final logo. I spent all night trying completely different concepts but none of them come close to the quality of this design. My main reservations with this logo were that it didn't fit the game emotionally, but I think I've fixed that with the metallic text and slight glow. It's way less "sticker" feeling than the early versions.

Also I like that this is an unedited screenshot from the game so it's really easy to put it in there You're one of my harshest critics when it comes to naming and logos, so that's good to here!

Ok next up, I need AI sorted out. Can't reveal it having AI bots unless I'm confident I can make them.

The AI needs to play fair and not cheat so it's a big challenge. It needs a system that can plan ahead and use strategy while playing similar to a human. This is because I want the AI to act as a proper replacement to play against if humans can't be used.

There are a lot of systems at play during gameplay and I'm not sure how to structure it.

EDT: I think this method might work.

The AI would have a playbook full of strategies and combo like actions. These would all be evaluated on a regular basis to determine which plays are applicable to the near term situation, the potential rewards of each play, and difficulty in successfully executing the play. The best play for the situation is selected and the AI pilots the cube to try and execute the play. During this time it'd regularly check if it should abort or switch to a similar play with a different ending.

I like this idea because it'd make the AI play like a human: it'd think in familiar chunks instead of inventing combos/chains every frame. Don't have to worry about it using an exploit to win. Also could make the AI "learn" during matches which would be really awesome. If the AI failed the same move back to back it'd be trivial to stop the AI from continuing to attempt that move. Similarly if a risky move succeeded twice in a row, then the AI could keep using that move.